Tools

"... We describe a view-management component for interactive 3D user interfaces. By view management, we mean maintaining visual constraints on the projections of objects on the view plane, such as locating related objects near each other, or preventing objects from occluding each other. Our view-manageme ..."

We describe a view-management component for interactive 3D user interfaces. By view management, we mean maintaining visual constraints on the projections of objects on the view plane, such as locating related objects near each other, or preventing objects from occluding each other. Our view

"... Abstract: Our research aims to develop a more transparent interface for virtual reality environments, an interface designed to read subconscious input from the user as well as player choices. Such an interface offers new possibilities for interactive fiction by enabling fictional “interior ” experie ..."

” experiences, something previously not thought possible with virtualreality. This paper is a report on a human subject study using heart rate and galvanic skin response to test the viability of adding biofeedback to the interface of a VR fiction experience for games. Using a test design based on video clips

in addressing them in our pedagogical agent Steve. 1 Introduction Virtualreality can bring simulation-based learning environments closer to real-life experience. Rather than watch the simulated world through a desktop window, students are immersed in a 3D computer simulation of their work environment, where

"... ild wit above 67). Ga on is th Peek-A point, 2. Study purpose This study integrated a teacher created Multiplayer Educational Gaming Application (MEGA) (Author, 2006) covering key genet-ics concepts into a high school biology course. MEGAs, a new construct, differ from other video games in that a te ..."

ild wit above 67). Ga on is th Peek-A point, 2. Study purpose This study integrated a teacher created Multiplayer Educational Gaming Application (MEGA) (Author, 2006) covering key genet-ics concepts into a high school biology course. MEGAs, a new construct, differ from other video games in that a

"... be some different ways that people think and take in information. "Meanings for the right hemisphere dominant learner, however, are much more self-centered. They are more concrete, tied to visual and tactile symbols. Meanings for words are not abstract from personal context. They have meanings ..."

specific to certain contexts. While left hemisphere dominant learners can use words with precision to communicate meaning, right hemisphere dominant learners have difficulty because meaning is embedded in their holistic experience. Conveying specific meaning through language requires a separation from

"... Passive haptic feedback is very compelling, but a different physical object is needed for each virtual object requiring haptic feedback. I propose to enhance passive haptics by exploiting visual dominance, enabling a single physical object to provide haptic feedback for many differently shaped virtu ..."

Passive haptic feedback is very compelling, but a different physical object is needed for each virtual object requiring haptic feedback. I propose to enhance passive haptics by exploiting visual dominance, enabling a single physical object to provide haptic feedback for many differently shaped

"... Students ’ opinions about the opportunities and the implications of VR in instruction were investigated by administering a questionnaire to humanities and engineering undergraduates. The questionnaire invited partici-pants to rate a series of statements concerning motivation and emotion, skills, cog ..."

concerning the introduction of IT in instruction. Also the direct participation in a training session based on an immersive VR experience did not influence such a representation, which was partially modulated by the kind of course attended by students.